// -----------------------------
// Zombie Plague 5.0 Config File
// -----------------------------
// Any changes you make here will be
// automatically loaded at map start


// Class: Nemesis
// --------------

zp_nemesis_health 0					// Health [0 - base health * player count]
zp_nemesis_base_health 2700 		// Base health (normalnie 3000)
zp_nemesis_rozg_health 20000 		// nemesis health on rozgrzewka (cvar * human count)
zp_nemesis_speed 1.2				// Speed
zp_nemesis_gravity 0.5				// Gravity
zp_nemesis_glow 1					// Glow effect
zp_nemesis_aura 1					// Aura effect
zp_nemesis_aura_color_R 150			// Aura color (red)
zp_nemesis_aura_color_G 0			// Aura color (green)
zp_nemesis_aura_color_B 0			// Aura color (blue)
zp_nemesis_damage 250.0				// Damage multiplier
zp_nemesis_kill_explode 1			// Gib explosion effect when killed
zp_nemesis_grenade_frost 0			// Frost nades affect nemesis
zp_nemesis_grenade_fire 1			// Fire nades affect nemesis
zp_nemesis_jump 0					// ilosc dodatkowych skokow nemesis'a

// Class: Assassin
// --------------

zp_assassin_health 0				// Health [0 - base health * player count]
zp_assassin_base_health 250 		// Base health (normalnie 300)
zp_assassin_speed 1.4				// Speed
zp_assassin_gravity 0.4				// Gravity
zp_assassin_glow 0					// Glow effect
zp_assassin_aura 0					// Aura effect
zp_assassin_aura_color_R 150		// Aura color (red)
zp_assassin_aura_color_G 0			// Aura color (green)
zp_assassin_aura_color_B 0			// Aura color (blue)
zp_assassin_kill_explode 1			// Gib explosion effect when killed
zp_assassin_grenade_frost 0			// Frost nades affect assassin
zp_assassin_grenade_fire 0			// Fire nades affect assassin


// Class: Survivor
// ---------------

zp_survivor_health 0				// Health [0 - base health * player count]
zp_survivor_base_health 300			// Base health
zp_survivor_speed 1.05				// Speed
zp_survivor_gravity 1.05			// Gravity
zp_survivor_glow 1					// Glow effect
zp_survivor_aura 1					// Aura effect
zp_survivor_aura_color_R 0			// Aura color (red)
zp_survivor_aura_color_G 0			// Aura color (green)
zp_survivor_aura_color_B 150		// Aura color (blue)
zp_survivor_weapon "weapon_m249"	// Weapon given by default
zp_survivor_weapon_block 1			// Block weapons other than default

zp_surv_shield_cooldown "10"

// Class: Sniper
// ---------------

zp_sniper_health 0					// Health [0 - base health * player count]
zp_sniper_base_health 180			// Base health
zp_sniper_speed 1.2					// Speed
zp_sniper_gravity 0.6				// Gravity
zp_sniper_glow 1					// Glow effect
zp_sniper_aura 1					// Aura effect
zp_sniper_aura_color_R 200			// Aura color (red)
zp_sniper_aura_color_G 200			// Aura color (green)
zp_sniper_aura_color_B 0			// Aura color (blue)
zp_sniper_weapon "weapon_awp"		// Weapon given by default
zp_sniper_weapon_block 1			// Block weapons other than default
zp_sniper_kill_explode 1

// Game Modes Manager
// ------------------

zp_gamemode_delay 10				// Time before a game mode starts in seconds
zp_round_start_show_hud 1			// Show "Virus released..." HUD notice
zp_prevent_consecutive_modes 1		// Prevent the same game mode from being played two rounds in a row

// Game Mode: Infection
// --------------------

zp_infection_chance 1				// Chance (1 in X)
zp_infection_min_players 0			// Minimum amount of players required
zp_infection_show_hud 1				// Show first infection HUD notice
zp_infection_allow_respawn 1		// Allow respawning on infection rounds
zp_respawn_after_last_human 1		// Respawn players if only the last human is left
zp_zombie_first_hp_multiplier 1.5	// First zombie HP multiplier
zp_zombie_first_hp_player 150		// First zombie HP multiplier + zp_zombie_first_hp_player * human count

// Game Mode: Nemesis
// ------------------

zp_nemesis_chance 20				// Chance (1 in X)
zp_nemesis_min_players 0			// Minimum amount of players required
zp_nemesis_show_hud 1				// Show nemesis HUD notice
zp_nemesis_sounds 1					// Play nemesis round sounds
zp_nemesis_allow_respawn 0			// Allow respawning on nemesis rounds

// Game Mode: Assassin
// -------------------

zp_assassin_chance 22				// Chance (1 in X)
zp_assassin_min_players 0			// Minimum amount of players required
zp_assassin_show_hud 1				// Show assassin HUD notice
zp_assassin_sounds 1				// Play assassin round sounds
zp_assassin_allow_respawn 0			// Allow respawning on assassin rounds

// Game Mode: Survivor
// -------------------

zp_survivor_chance 20				// Chance (1 in X)
zp_survivor_min_players 0			// Minimum amount of players required
zp_survivor_show_hud 1				// Show survivor HUD notice
zp_survivor_sounds 1				// Play survivor round sounds
zp_survivor_allow_respawn 0			// Allow respawning on survivor rounds

// Game Mode: Sniper
// -------------------

zp_sniper_chance 22					// Chance (1 in X)
zp_sniper_min_players 0				// Minimum amount of players required
zp_sniper_show_hud 1				// Show sniper HUD notice
zp_sniper_sounds 1					// Play sniper round sounds
zp_sniper_allow_respawn 0			// Allow respawning on sniper rounds

// Game Mode: Multiple Infection
// -----------------------------

zp_multi_chance 10					// Chance (1 in X)
zp_multi_min_players 10				// Minimum amount of players required
zp_multi_min_zombies 3				// Minimum amount of zombies to have
zp_multi_ratio 0.18					// Infect ratio (zombie count = ratio * player count)
zp_multi_show_hud 1					// Show multiple infection HUD notice
zp_multi_sounds 1					// Play multiple infection round sounds
zp_multi_allow_respawn 1			// Allow respawning on multiple infection rounds

// Game Mode: Swarm
// ----------------

zp_swarm_chance 12					// Chance (1 in X)
zp_swarm_min_players 4				// Minimum amount of players required
zp_swarm_show_hud 1					// Show swarm HUD notice
zp_swarm_sounds 1					// Play swarm round sounds
zp_swarm_allow_respawn 0			// Allow respawning on swarm rounds

// Game Mode: Plague
// -----------------

zp_plague_chance 25 				// Chance (1 in X)
zp_plague_min_players 6				// Minimum amount of players required
zp_plague_ratio 0.5					// Infect ratio (zombie count = ratio * player count)
zp_plague_nemesis_count 1			// Amount of nemesis to have
zp_plague_nem_hp_multi 0.3			// Nemesis HP multiplier
zp_plague_survivor_count 1			// Amount of survivors to have
zp_plague_surv_hp_multi 0.4			// Survivor HP multiplier
zp_plague_show_hud 1				// Show plague HUD notice
zp_plague_sounds 1					// Play plague round sounds
zp_plague_allow_respawn 0			// Allow respawning on plague rounds

// Game Mode: Dark Plague
// -----------------

zp_plagued_chance 30				// Chance (1 in X)
zp_plagued_min_players 6			// Minimum amount of players required
zp_plagued_ratio 0.5				// Infect ratio (zombie count = ratio * player count)
zp_plagued_assassin_count 1			// Amount of Assassins to have
zp_plagued_assassin_hp_multi 0.3	// Assassin HP multiplier
zp_plagued_sniper_count 1			// Amount of Sniper to have
zp_plagued_sniper_hp_multi 0.4		// Sniper HP multiplier
zp_plagued_show_hud 1				// Show plague HUD notice
zp_plagued_sounds 1					// Play plague round sounds
zp_plagued_allow_respawn 0			// Allow respawning on plague rounds

// Game Mode: Armageddon
// ---------------------

zp_armageddon_chance 35				// Chance (1 in X)
zp_armageddon_min_players 5			// Minimum amount of players required
zp_armageddon_ratio 0.5				// Nemesis to survivors ratio (nemesis count = ratio * player count)
zp_armageddon_nem_hp_multi 0.15		// Nemesis HP multiplier
zp_armageddon_surv_hp_multi 0.42 	// Survivor HP multiplier
zp_armageddon_show_hud 1			// Show armageddon HUD notice
zp_armageddon_sounds 1				// Play armageddon round sounds
zp_armageddon_allow_respawn 0		// Allow respawning on armageddon rounds

// Item: Antidote
// --------------

zp_antidote_round_limit 999			// Antidote purchase limit per round

// Item: Infection Bomb
// --------------------

zp_infection_bomb_round_limit 10	// Infection bomb purchase limit per round

// Item: Zombie Madness
// --------------------

zp_zombie_madness_time 5.0			// Zombie madness duration
zp_madness_aura_color_R 150			// Madness aura color (red)
zp_madness_aura_color_G 0			// Madness aura color (green)
zp_madness_aura_color_B 0			// Madness aura color (blue)

// Admin Commands
// --------------

zp_log_admin_commands 1				// Log admin commands to "zombieplague.log"

// Admin Models
// ------------

zp_admin_models_human_player 1		// Enable admin player models for humans
zp_admin_models_human_knife 0		// Enable admin knife models for humans
zp_admin_models_zombie_player 0		// Enable admin player models for zombies
zp_admin_models_zombie_knife 0		// Enable admin knife models for zombies

zp_human_models_knife 1				// Enable custom human knife

// Buy Menus
// ---------

zp_random_primary 0					// Players get primary weapons randomly
zp_random_secondary 0				// Players get secondary weapons randomly
zp_random_grenades 0				// Players get grenades randomly

zp_buy_custom_time 0				// Time in seconds humans are allowed to use ZP buymenus after spawning
zp_buy_custom_primary 0				// Players can buy primary weapons from menu
zp_buy_custom_secondary 0			// Players can buy secondary weapons from menu
zp_buy_custom_grenades 0			// Players can buy grenades from menu
zp_give_all_grenades 0				// Players get grenades automatically (as in ZP 4.3)

// Buy Zones
// ---------

zp_buyzone_time 0					// Time in seconds players are allowed to use CS buyzones after spawning
zp_buyzone_humans 0					// CS Buyzones available to humans
zp_buyzone_zombies 0				// CS Buyzones available to zombies

zp_buy_ammo_human 1					// Allow humans to buy ammo even after buyzone time is over
zp_buy_ammo_cost 0					// Extra ammo purchase cost

// Rewards: Frags & HP
// -------------------

zp_frags_zombie_killed 1			// Frags given to humans for killing zombies
zp_frags_human_killed 1				// Frags given to zombies for killing humans
zp_frags_human_infected 1			// Frags given to zombies for infecting humans
zp_frags_nemesis_ignore 0			// Ignore frags for nemesis
zp_frags_survivor_ignore 0			// Ignore frags for survivor
zp_frags_survivor_ignore 0			// Ignore frags for survivor
zp_frags_sniper_ignore 0			// Ignore frags for sniper

zp_infection_health_bonus 200		// Health regained by zombies after an infection
zp_human_last_health_bonus 50		// Health rewarded to last human

// Rewards: Money
// --------------

zp_money_winner 0					// Money rewarded to team that wins a round
zp_money_loser 0					// Money rewarded to team that loses a round

zp_money_damage 0					// Money rewarded to players for damaging enemies
zp_money_zombie_damaged_hp 0		// Reward money after this much damage is done to zombies
zp_money_human_damaged_hp 0			// Reward money after this much damage is done to humans
zp_money_zombie_killed 0			// Money rewarded for killing a zombie
zp_money_human_killed 0				// Money rewarded for killing a human
zp_money_human_infected 0			// Money rewarded for infecting a human
zp_money_nemesis_ignore 0			// Ignore money rewards for nemesis
zp_money_survivor_ignore 0			// Ignore money rewards for survivor

// Rewards: Ammo Packs
// -------------------

zp_ammop_winner 2					// Ammo packs rewarded to team that wins a round
zp_ammop_loser 0					// Ammo packs rewarded to team that loses a round

zp_ammop_damage 1					// Ammo packs rewarded to players for damaging enemies
zp_ammop_zombie_damaged_hp 750		// Reward ammo packs after this much damage is done to zombies
zp_ammop_human_damaged_hp 750		// Reward ammo packs after this much damage is done to humans
zp_ammop_zombie_killed 1			// Ammo packs rewarded for killing a zombie
zp_ammop_human_killed 1				// Ammo packs rewarded for killing a human
zp_ammop_human_infected 1			// Ammo packs rewarded for infecting a human
zp_ammop_nemesis_ignore 0			// Ignore ammo pack rewards for nemesis
zp_ammop_assassin_ignore 0			// Ignore ammo pack rewards for nemesis
zp_ammop_survivor_ignore 0			// Ignore ammo pack rewards for survivor
zp_ammop_sniper_ignore 0			// Ignore ammo pack rewards for survivor
zp_ammop_zombie_die_chance 3	 	//szansa na otrzymanie ap za zginiecie zm

// Deathmatch
// ----------

zp_deathmatch 2						// Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]
zp_respawn_delay 5					// Time before respawning on deathmatch mode in seconds
zp_respawn_zombies 1				// Respawn dead zombies
zp_respawn_humans 1					// Respawn dead humans
zp_respawn_on_suicide 1				// Respawn players if they commited suicide

// Random Spawning
// ---------------

zp_random_spawning_csdm 1			// Use CSDM spawn points for radom spawning [1-enabled // 0-use regular spawns]

// Spawn Protection
// ----------------

zp_spawn_protection_time 3			// Spawn protection time for deathmatch in seconds [0-disabled]
zp_spawn_protection_humans 1		// Enable for humans
zp_spawn_protection_zombies 0		// Enable for zombies

// Zombie Features
// ---------------

zp_zombie_fov 110					// Custom field of view [0-dont change]
zp_zombie_silent 1					// Silent footsteps
zp_zombie_bleeding 1				// Zombies leave footprints/bloodstains on the floor

// Zombie Sounds
// -------------

zp_zombie_sounds_pain 1				// Custom pain sounds
zp_zombie_sounds_attack 1			// Custom attack sounds
zp_zombie_sounds_idle 1				// Idle/last zombie sounds

// Zombie Damage
// -------------

zp_zombie_defense 0.6				// Defense multiplier (0.75 = zombies take 75% of total damage)
zp_zombie_hitzones 0				// Allowed hitzones bitsum (e.g.: head + chest = 2 + 4 = 6) [0-disabled]

// Hit zones for zombies. Parts of body are as bits:
// 1 - generic, 2 - head, 4 - chest, 8 - stomach, 16 - left arm, 32 - right arm, 64 - left leg, 128 - right leg

// Human Unlimited Ammo
// --------------------

zp_human_unlimited_ammo 1			// Unlimited ammo for humans [0-disabled // 1-BP ammo // 2-clip ammo]
zp_survivor_unlimited_ammo 2		// Unlimited ammo for survivor [0-disabled // 1-BP ammo // 2-clip ammo]

// Human Armor
// -----------

zp_human_armor_protect 1			// Armor needs to be reduced before zombies can infect/damage
zp_human_armor_default 0			// Amount of armor given to humans by default
zp_armor_protect_nemesis 0			// Armor protects against nemesis attacks
zp_survivor_armor_protect 1			// Armor protects survivor too

// Flashlight
// ----------

zp_flashlight_starting_charge 100	// Default flashlight charge for humans
zp_flashlight_custom 0				// Enable custom flashlight
zp_flashlight_radius 12				// Custom flashlight radius
zp_flashlight_distance 2000			// Custom flashlight max distance
zp_flashlight_show_all 1			// Custom flashlight can be seen by other players
zp_flashlight_drain_rate 1			// Custom flashlight drain rate [0-unlimited batteries]
zp_flashlight_charge_rate 5			// Custom flashlight charge rate [0-non chargeable batteries]
zp_flashlight_color_R 100			// Custom flashlight color (red)
zp_flashlight_color_G 100			// Custom flashlight color (green)
zp_flashlight_color_B 100			// Custom flashlight color (blue)

// Nightvision
// ------------

zp_nvision_custom 1					// Enable custom nightvision
zp_nvision_radius 100				// Custom nightvision radius

zp_nvision_zombie 2					// Give nightvision to zombies [0-disabled // 1-give only // 2-give and enable]
zp_nvision_zombie_color_R 0			// Zombies custom nightvision color (red)
zp_nvision_zombie_color_G 150		// Zombies custom nightvision color (green)
zp_nvision_zombie_color_B 0			// Zombies custom nightvision color (blue)
zp_nvision_human 0					// Give nightvision to humans [0-disabled // 1-give only // 2-give and enable]
zp_nvision_human_color_R 0			// Humans custom nightvision color (red)
zp_nvision_human_color_G 150		// Humans custom nightvision color (green)
zp_nvision_human_color_B 0			// Humans custom nightvision color (blue)
zp_nvision_spec 2					// Give nightvision to spectators [0-disabled // 1-give only // 2-give and enable]
zp_nvision_spec_color_R 0			// Spectators custom nightvision color (red)
zp_nvision_spec_color_G 150			// Spectators custom nightvision color (green)
zp_nvision_spec_color_B 0			// Spectators custom nightvision color (blue)
zp_nvision_nemesis 2				// Give nightvision to nemesis [0-disabled // 1-give only // 2-give and enable]
zp_nvision_nemesis_color_R 150		// Nemesis custom nightvision color (red)
zp_nvision_nemesis_color_G 0		// Nemesis custom nightvision color (green)
zp_nvision_nemesis_color_B 0		// Nemesis custom nightvision color (blue)
zp_nvision_assassin 2				// Give nightvision to assassin [0-disabled // 1-give only // 2-give and enable]
zp_nvision_assassin_color_R 150		// Assassin custom nightvision color (red)
zp_nvision_assassin_color_G 0		// Assassin custom nightvision color (green)
zp_nvision_assassin_color_B 0		// Assassin custom nightvision color (blue)
zp_nvision_survivor 0				// Give nightvision to survivor [0-disabled // 1-give only // 2-give and enable]
zp_nvision_survivor_color_R 0		// Survivor custom nightvision color (red)
zp_nvision_survivor_color_G 0		// Survivor custom nightvision color (green)
zp_nvision_survivor_color_B 150		// Survivor custom nightvision color (blue)
zp_nvision_sniper 0					// Give nightvision to sniper [0-disabled // 1-give only // 2-give and enable]
zp_nvision_sniper_color_R 0			// Sniper custom nightvision color (red)
zp_nvision_sniper_color_G 0			// Sniper custom nightvision color (green)
zp_nvision_sniper_color_B 150		// Sniper custom nightvision color (blue)

// Leap
// ----

zp_leap_zombie 2					// Give leap to zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_leap_zombie_force 500			// Force multiplier
zp_leap_zombie_height 300			// Upwards force
zp_leap_zombie_cooldown 5.0			// Time before leap is available again
zp_leap_nemesis 1					// Give leap to nemesis
zp_leap_nemesis_force 500			// Force multiplier
zp_leap_nemesis_height 300			// Upwards force
zp_leap_nemesis_cooldown 5.0		// Time before leap is available again
zp_leap_assassin 1					// Give leap to assassin
zp_leap_assassin_force 500			// Force multiplier
zp_leap_assassin_height 300			// Upwards force
zp_leap_assassin_cooldown 4.0		// Time before leap is available again
zp_leap_survivor 0					// Give leap to survivor
zp_leap_survivor_force 500			// Force multiplier
zp_leap_survivor_height 300			// Upwards force
zp_leap_survivor_cooldown 5.0		// Time before leap is available again
zp_leap_sniper 0					// Give leap to sniper
zp_leap_sniper_force 500			// Force multiplier
zp_leap_sniper_height 300			// Upwards force
zp_leap_sniper_cooldown 5.0			// Time before leap is available again

// Pain Shock Free
// ---------------

zp_painshockfree_zombie 2			// Zombies are pain shock free [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie]
zp_painshockfree_human 1			// Humans are pain shock free [0-disabled // 1-enabled // 2-only last human]
zp_painshockfree_nemesis 0			// Nemesis is pain shock free
zp_painshockfree_assassin 1			// Assassin is pain shock free
zp_painshockfree_survivor 1			// Survivor is pain shock free
zp_painshockfree_sniper 1			// Sniper is pain shock free

// Knockback
// ---------

zp_knockback_damage 0				// Use damage on knockback calculation
zp_knockback_power 0				// Use weapon power on knockback calculation
zp_knockback_obey_class 1			// Use class multiplier on knockback calculation
zp_knockback_zvel 0					// Should knockback affect vertical velocity
zp_knockback_ducking 0.25			// Knockback multiplier for crouched zombies [0-knockback disabled when ducking]
zp_knockback_distance 200			// Max distance for knockback to take effect
zp_knockback_nemesis 0.1   			// Nemesis knockback multiplier [0-disable knockback for nemesis]
zp_knockback_nemesis_rozgrzewka 0.001  // Nemesis knockback multiplier on warmup [0-disable knockback for nemesis]
zp_knockback_assassin 0.0			// Assassin knockback multiplier [0-disable knockback for assassin]

// Weapon Drop/Strip
// -----------------

zp_zombie_drop_weapons 3			// Drop weapons after infection [0-disabled // 1-primary only // 2-secondary only // 3-both]
zp_zombie_strip_weapons 0			// Strip weapons after infection [0-disabled // 1-primary only // 2-secondary only // 3-both]
zp_zombie_strip_grenades 1			// Strip grenades after infection
zp_zombie_strip_armor 1				// Strip armor after infection
zp_zombie_block_pickup 1			// Block weapon pickup for zombies
zp_remove_dropped_weapons 20		// Time before removing dropped weapons in seconds [0-disabled]

// Effects: Infect
// ---------------

zp_infect_show_hud 1				// Show infection HUD notice
zp_infect_show_notice 1				// Show infection death notice
zp_infect_sounds 1					// Play infection sounds

zp_infect_screen_fade 1				// Screen fade for infected player
zp_infect_screen_fade_R 0			// Screen fade color (red)
zp_infect_screen_fade_G 250			// Screen fade color (green)
zp_infect_screen_fade_B 0			// Screen fade color (blue)
zp_infect_screen_shake 1			// Screen shake for infected player
zp_infect_hud_icon 1				// Display small HUD icon on infection
zp_infect_tracers 1					// Tracers on infection
zp_infect_particles 1				// Particles on infection
zp_infect_sparkle 1					// Light sparkle on infection
zp_infect_sparkle_R 0				// Light sparkle color (red)
zp_infect_sparkle_G 250				// Light sparkle color (green)
zp_infect_sparkle_B 0				// Light sparkle color (blue)

// Effects: Cure
// -------------

zp_cure_show_hud 1					// Show cure HUD notice
zp_cure_sounds 1					// Play cure sounds

// Effects: Lighting
// -----------------

zp_lighting "e"						// Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled]
zp_thunder_time 30					// Thunderclap rate in seconds [0-disabled]
zp_triggered_lights 1				// Allow map triggered lights (e.g. light switches)

// Gameplay Fixes
// --------------

zp_remove_doors 1					// Remove doors from maps [0-none // 1-rotating only // 2-all doors]
zp_block_pushables 1				// Block +use on pushables to prevent the speed bug
zp_block_suicide 1					// Prevent players from killing themselves
zp_worldspawn_kill_respawn 1		// Respawn players after a worldspawn kill
zp_disable_minmodels 1				// Disable cl_minmodels setting on clients after joining
zp_keep_hp_on_disconnect 1			// When nemesis/survivor leaves, player chosen to take his place will have same HP

// Team Scoring
// ------------

zp_winner_show_hud 1				// Show winner HUD notice
zp_winner_sounds 1					// Play winner round sounds

// Ammo Packs
// ----------

zp_starting_ammo_packs 5			// Ammo packs given to players when joining server
zp_disable_money 1					// Disable CS money when ammo packs are enabled

// Grenade: Flashbangs
// -------------------

zp_grenade_flashbang_color_R 0		// Custom screen fade color (red)
zp_grenade_flashbang_color_G 150	// Custom screen fade color (green)
zp_grenade_flashbang_color_B 0		// Custom screen fade color (blue)
zp_grenade_flashbang_nemesis 0		// Flashbangs affect nemesis
zp_grenade_flashbang_assassin 0		// Flashbangs affect assassin

// Grenade: Fire
// -------------

zp_grenade_fire_duration 8			// Burning duration in seconds
zp_grenade_fire_damage 10			// Burning damage (every 0.2 secs)
zp_grenade_fire_slowdown 0.75		// Burning slowdown multiplier [0-disabled]
zp_grenade_fire_hudicon 1			// Display small HUD icon when burning
zp_grenade_fire_explosion 0			// Use original HE grenade explosion

// Grenade: Frost
// --------------

zp_grenade_frost_duration 2.5			// Freeze duration in seconds
zp_grenade_frost_hudicon 1			// Display small HUD icon when frozen

// Grenade: Flare
// --------------

zp_grenade_flare_duration 180		// Flare lightning duration in seconds
zp_grenade_flare_radius 30			// Flare lightning radius
zp_grenade_flare_radius_ass 14		// Flare lightning radius on Assassin Mode
zp_grenade_flare_color 0			// Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b]

// ZP 4.3 Subplugin Compatibility
// ------------------------------

zp_ammopack_to_money_enable 0		// Handle ammo packs as money when ammo packs are disabled
zp_ammopack_to_money_ratio 0		// Ammo pack to money ratio (default: 1 Ammo Pack = $ 160)
